Tile-based board game

ABSTRACT

A board game including game pieces and rules for playing a game for a plurality of players, the goal of which is to defeat an opponent through battle of game pieces. The invention provides a board, multiple tile-like pieces, and at least one die. The tile-like pieces are used to block or challenge an opponent through the use of indicia on the outer periphery of each piece. Several levels of play are provided through the use of several game piece sets, which may be obtained independently.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a divisional of U.S. patent application Ser. No.10/286,399, filed Nov. 1, 2002 and entitled “Tile-Based Board Games”,which application is based upon and claims priority under 35 U.S.C. §119(e) to the following U.S. provisional patent application, which isincorporated herein by reference in its entirety for all purposes: Ser.No. 60/340,030, entitled “Tile-Based Board Game,” filed Nov. 1, 2001.

FIELD OF THE INVENTION

The present invention relates generally to board games. Morespecifically, the present invention related to rules and apparatus forplaying a board game for multiple players wherein the object of the gameis for players to battle one another using tile-like game pieces anddice.

BACKGROUND OF THE INVENTION

Examples of board games using tile-like game pieces and/or battle-basedgames are disclosed in U.S. Pat. Nos. 2,703,713, 4,200,293, 4,411,433,4,674,753, 4,676,510, 5,150,908, 5,570,887, 5,607,159, 5,791,652,5,803,461, 5,810,666, 6,070,871, 6,170,825, 6,257,576, and 6,305,688,the disclosures of which are incorporated by reference in their entiretyfor all purposes. Another example of a tile-based game is dominoes, inall its many forms.

SUMMARY OF THE INVENTION

The present invention provides rules and apparatus for playing a boardgame. This board game uses tile-like game pieces that may be arranged ina side-by-side relationship. Numerical printed indicia or otherindicators on the face of the tile, and preferably along the outerperiphery of a face of the tile, may be used for comparison againstsimilar indicators on adjacent tiles. Preferably, one or more dice areused to determine which of the indicators is to be compared to anadjacent indicator.

In the preferred embodiment, the indicia used in the game are based onthe characters, items, and monsters appearing in the Yu-Gi-Oh!™television program.

The advantages of the present invention will be understood more readilyafter consideration of the drawings and the Detailed Description.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts one embodiment of a game board and components suitablefor use with the game of the present invention.

FIG. 2 depicts one embodiment of various game components suitable foruse with the game of the present invention.

FIG. 3 depicts four possible layouts of tiles of one embodiment of thegame of the present invention.

DETAILED DESCRIPTION OF THE INVENTION

Game 10 typically includes a game board or mat 12, a plurality ofmoveable pieces, typically in the form of tiles 14, chasers 16, and adie 18.

Game board 12 is divided on one side into predefined spaces, namelygeometric spaces 20 which are typically hexagons. The back of game board12 may feature pictures and symbols for all tiles 14 in a periodic-stylechart.

Referring to FIG. 1, the preferred moveable tiles 14 are also hexagonalin shape so that they fit approximately within at least some of thespaces 20 of game board 12. Tiles 14 include character tiles 22, monstertiles 24, and trap tiles 26. Character tiles 22 represent a players'power. When a character tile 22 is defeated, that player loses game 10.Monster tiles 24 are used to attack opposing character tiles 22 andmonster tiles 24 or to defend a player's character tiles 22. Trap tiles26 add effects that aid a player or hinder a player's opponent.

Tiles 14 have an upper face 28 and a relief-sculpted back 30. Tiles 14are shaped to define a plurality of predefined flat sides 32 defining anouter periphery that surround upper face 28. At least one of tiles 14typically includes a hole 34 for receiving a string-like holder. Upperface 28 has a label printed with plural indicia divided intoidentifiable groups of indicia, which are placed adjacent to each ofsides 32 so that an indicia is associated with each of the sides 32.These indicia may show a character 36, a color 38, and an indicator 40,which are used to indicate the type of tile 14 and the relative power ofthat tile 14. Indicator 40 may be a number and may be printed over abackground of color 38. The combination of these indicia forms strikevalues that determine the outcome of a battle when a player attacksopposing tiles 14, as will be discussed in the description of dueling.

One embodiment of the game will include ten hexagonal tiles 14, one ofwhich has indicia representing a certain character, such as “Yugi,” andanother of which has indicia representing a certain character, such as“Seto.” The eight other tiles 14 may include indicia representingvarious monsters, as shown in FIG. 2. Other number of tiles 14 may alsobe used.

Die 18 is shaped to define a plurality of predefined faces, which areprinted with separate indicia on at least two of the faces. Each ofthese indicia is associated with at least one of the identifiable groupsof indicia shown on upper face 28 of tiles 14. Die 18 is typically usedto match indicia on die 18 to that of moveable tiles 14. Indicia on die18 may differ by color 38 or numeric indicator 40, which typically matchthose on upper face 28.

Game 10 would also typically include a rule book, which is typically4″×5″, flat glass marbles referred to as star gems 44, and ball chains46 for passing through hole 34. Chains 46 are typically eight inches inlength, although other embodiments may be available.

Tiles 14 may contain several features that encourage players to collectdifferent combinations of tiles 14 and eventually the entire issue.Alliances are formed by tiles 14 that belong together in terms of astory (i.e., Yugi and his monsters) and can draw additional powers fromeach other. Chasers 16 are indicated by a special foil label, thesetiles will be character tiles 22 and more powerful monster tiles 24 thatwill be available in extremely limited numbers. Each separate issue oftiles 14 may also have a different relief-sculpted back 30. The firstseries might have a millennium puzzle on its back 30, with the followingissues having the rest of the millennium objects. Each tile 14 alsotypically has a small hole 34 that allows kids to link them together ona small chain 46 so they can be easily carried or displayed.

Most labels on upper face 28 of tiles 14 are five color; chasers 16 arefive color on foil. All character and monster tiles may be of the samecolor, such as gold. Traps may be of a different color, such as silver.Tiles should have a little weight, and sound like coins when dropped ona table. All tiles may have a label showing the character/monster, theirattack values listed on each side 32, and their alliances.

The following table lists a possible set of material and dimensions.Qty. Material Size Color Purchased Part 1 Die 1 HIS 5/8 × 5/8 White 2Ball chain w/ 2 metal 8″ length Silver fastener 3 Flat Marbles 6 Glass.5″ × .187″ Black Metallic Molded Parts 1 Hexes 10 Zamak .75″R × .125Gold Printed Material 1 Play Mat 1 Glossy 10″ × 14″ 5 Color- paperPrinting, 2 Sided 2 Rule Book 1 Glossy 4″ × 5″ 5 Color- Paper (closed)10 pgs Printing, 2 Sided 3 Labels 10 Mylar 1.125″ × 1.28″ 5 Color-Printing Paint/Spray Op 1 Die Tampo print 6 .375″ × .375″ Black

The present invention is a game played by at least two players. Therules of the game are described in the following paragraphs.

The game may be sold in a Starter pack as shown in FIG. 1, which allowsplayers to become acquainted with the game and teaches the two basiclevels of the game. The entire three-level game is not available untilplayers buy a Booster pack that may include spells and traps notavailable in the starter pack.

The object of the game is to reach and beat an opponent's character tile22 with a monster tile 24.

Basic game play begins by players flipping a token to see who picksfirst, and then the winner picking a character tile 22. Players line upall monster tiles 24, face-down and in a random order, and pick one at atime until each player has at least four monsters.

Players place their character tiles 22 at the marked locations on gameboard 12 and place their monster tiles 24 face-up in a circle aroundtheir character tile 22.

The player who picked last goes first. Monster tiles 24 may eitheradvance one space 20 per turn or may jump one or more of their ownpieces to move more quickly, as long as the move is to an unoccupiedspace, as shown in FIG. 3. Jumping requires that monster tile 24 istouching another tile 14 under that player's control. Pieces must alwaystouch at least one other tile 14. Any tile 14 left on its own is removedfrom the board.

During each turn a player must either move his or her character tile 22or monster tile 24. If a player is unable to move either then thatplayer loses game 10.

When any two opposing pieces land in face-to-face contact, the move endsand a duel begins. The player who moved a tile 14 into contact is theattacker. In the basic form of the game dueling begins with theattacker. Each player chooses one of the groups of indicia on his or hertile 14 by rolling die 18. The player then matches that indicia,typically color 38, to one of the identifiable groups of indicia on tile14, such as the colored strike value on their tile 14, as shown byindicator 40. The values are compared and the highest number wins. Ifthe values are the same then players re-roll until the tie is broken andone player is a winner. Losing monster tiles 24 are removed from gameboard 12 and placed in that player's discard pile. If a character tile22 is defeated then game 10 ends, regardless of remaining monster tiles24. Dueling becomes more complicated in the intermediate and advancedgames and involves more strategy, as character tiles 22 and trap tiles26 add further variables to the existing format.

If an attacking monster tile 24 ever comes into contact with two or moreopposing tiles 14 at the same time, the attacking monster tile 24 mustbattle all enemy tiles 14 it touches. The attacking player is allowed tochoose the order of attacks. If the attacker comes into contact with acharacter tile 22 and monster tile 24 at the same time, the attackingplayer need only defeat the character tile 22 in order to win the game.

Play continues until one player breaks through his or her opponent'sdefenses and defeats the opposing player's character tile 22, therebywinning the game.

In one embodiment of the beginner game, every character tile 22 receivesan automatic bonus of two, which is added to the rolled strike valueduring duels.

The Collector's Game is intended to be a more advanced version of theBeginner's Game, trap tiles 26 are therefore added to the gamecomponents to add new levels of strategy. When playing the more advancedversion, players no longer begin the game by drawing character tiles 22and monster tiles 24. Instead each player brings his or her own tiles14. Each player must have one character tile 22 and the same number ofmonster tiles 24 and trap tiles 26 as his or her opponent. Typically,players may not have more than two identical monster tiles 24 or traptiles 26. The trap tiles 26 are placed face-down in front of therespective player although players may look at their own trapsthroughout the game.

The glass beads 44 included in the game are referred to as star gems.Star gems 44 are used to trigger play of trap tiles 26. Players gainstar gems 44 by winning duels. Every time a player defeats an opposingmonster tile 24, the winning player typically takes one star gem 44 froma bank of star gems. The collected star gems 44 are placed in a pilebehind that players' row of trap tiles 26, which is referred to as thetrigger pool. Gems 44 in a players' trigger pool are then used totrigger traps, most of which cost 1, 2, or 3 star gems 44. There is nolimit to the number of gems 44 that can be used in a game. If more areneeded, players may supplement the game with additional objects, such aspennies.

The series of dots in the lower left corner of trap tiles 26 is thenumber of gems 44 a player must spend to trigger the trap. Theindicators 40 in the lower right corner describe the power of trap tile26 and its function. The background color of trap tile 26 identifies thetype of trap and the duration of its effect. For example, a yellowbackground on a trap tiles' label indicates that it is a flash trap.This type of trap typically lasts only during the turn it is triggeredand is placed in a discard pile at the end of the turn. A flash trap canbe triggered at any time, regardless of whose turn it is. Anotherembodiment is that of a blue background to indicate a binding trap. Theaffect of this trap is typically permanent and remains in play until theend of the game, or until it is destroyed. A player may only play abinding trap during his or her turn. To trigger a trap, a player flipsover the trap tile 26 and pays the appropriate number of star gems 44from his or her trigger pool to the bank. Players may trigger as manytraps as desired, provided that player has enough star gems 44.

If multiple traps are triggered in one turn, they take effect one afteranother. The traps should be resolved in that same order, as some trapsmay undo the effect of those played before them. Once star gems arespent to trigger a trap they may not be recovered, even if an opponentcancels the trap with another trap. Any permanent trap that a playerplaces may be used by that player in jumping or forming of a pod.Whenever a trap has been used or destroyed, it is placed in a discardpile.

One embodiment of the game includes numerous types of trap tiles 26, asfollows.

DISARM—A flash trap that requires 1 star gem. Destroys one triggeredtrap tile, canceling its effect. Place the destroyed tile in discard.

MYSTIC BARRIER—A binding trap that requires 1 star gem. Place this tileon any empty space in the Arena as a permanent wall. Mystic Barrier isconsidered a friendly tile to the player who triggered it. That player'stiles may jump over the Barrier. Opposing tiles will have to go aroundit.

SYMBIOSIS—A flash trap that requires 1 star gem. Place this tile on topof any monster you wish to target—for the remainder of that turn, thetargeted monster may use the greatest Strike Value of any friendlymonster with which it is in face-to-face contact.

SUN DAGGER—A flash trap that requires 1 star gem. Place this tile on topof any monster you wish to target—for the remainder of that turn, add 3to the targeted monster's Strike Value.

POWER TRAP—A flash trap that requires 1 star gem. When triggered, stealone Star Gem from your opponent's Trigger Pool and place it in yourpool.

SOUL CLAMP—A binding trap that requires 2 star gems. Place this tile ontop of the monster you wish to target—for the remainder of the game oruntil the trap is disarmed, the targeted monster cannot move, attack orbe attacked. It becomes a friendly wall to the player who triggered SoulClamp. That player can jump over the Clamped monster. The opposingplayer must go around it.

GENESIS—A binding trap that requires 2 star gems. Return any monsterfrom your discard pile to the Arena. The returned tile must be placedwithin 2 spaces of its character tile and may be DIVINE CHAIN—A bindingtrap that requires 2 star gems. Place this tile on top of the monsteryou wish to target—for the next 3 turns the targeted monster cannot moveor attack. It may defend itself if attacked, but loses its Element Bonusand Pod Bonus, if applicable.

SANDSTORM—A flash trap that requires 2 star gems. Destroys all of youropponent's triggered trap tiles. Place the destroyed tiles in discard.

EARTH FIST—A flash trap that requires 2 star gems. Place this tile ontop of the monster tile you wish to target—for the remainder of thatturn, add 7 to the targeted monster's Strike Value.

NOVA BURST—A binding trap that requires 3 star gems. Place this tilebeneath the monster tile you wish to target—for the remainder of thegame or until the trap is disarmed, add 3 to the targeted monster'sStrike Value.

ZOMBIFY—A flash trap that requires 3 star gems. Place this tile on topof any opposing monster you wish to target—for the remainder of the turnyou control the targeted monster. It becomes a friendly monster to theplayer who cast Zombify.

The turn sequence of the Collector's Game mirrors that of the BeginnerGame, except for additional dueling steps. Once both players have rolleddie 18 to determine their strike values, both players add an elementbonus to their strike values, which is identified by a second indiciafrom the group of indicia on tiles 14, and may additionally include apod bonus based on tile 14 proximity.

In one embodiment, the different background colors 38 of every monstertile 24 represent elements, such as green for earth, blue for water,yellow for wind, red for fire, purple for darkness, and white for light.A monster obtains additional power from its element to increase itsstrike value. Character tiles 22 determine the amount of the additionalpower. During a duel, the color 38 of the monster's element is matchedto the same-colored number 40 on its character tile 22, that value isthen added to the strike value.

Whenever two or more tiles 14 under the control of the same player areplaced in face-to-face contact with each other, they form a pod. Whendueling, any tile 14 in a pod gains an additional one point to itsstrike value, regardless of how many tiles 14 make up the pod or howmany times the pod has attacked or been attacked.

Although character tiles 22 may be used to form a pod, they do notreceive a pod bonus themselves since character tiles 22 receive acharacter strike bonus instead. The number found on the upper face 28 ofthe tile is the character strike bonus, which is added to thatcharacter's strike value during a duel.

It is believed that the disclosure set forth above encompasses multipledistinct inventions with independent utility. While each of theseinventions has been disclosed in its preferred form, the specificembodiments thereof as disclosed and illustrated herein are not to beconsidered in a limiting sense as numerous variations are possible. Thesubject matter of the inventions includes all novel and non-obviouscombinations and subcombinations of the various elements, features,functions and/or properties disclosed herein. Similarly, where theclaims recite “a” or “a first” element or the equivalent thereof, suchclaims should be understood to include incorporation of one or more suchelements, neither requiring nor excluding two or more such elements.

Inventions embodied in various combinations and subcombinations offeatures, functions, elements, and/or properties may be claimed throughpresentation of new claims in a related application. Such new claims,whether they are directed to a different invention or directed to thesame invention, whether different, broader, narrower or equal in scopeto the original claims, are also regarded as included within the subjectmatter of the inventions of the present disclosure.

1. A set of game components, comprising: a plurality of movable pieces,each piece having indicia in at least two identifiable groups of indiciaincluding selection indicia and value indicia indicating a numericalvalue, wherein: each movable piece has at least two different selectionindicia and a corresponding number of value indicia, and each of theselection indicia of each movable piece identifiably corresponds to avalue indicia of the piece; and a selection device adapted to designateone of the selection indicia of a given movable piece.
 2. The set ofgame components of claim 1, further comprising a playing surface markedwith predefined spaces, wherein each movable piece is configured to fitapproximately within at least some of the spaces.
 3. The set of gamecomponents of claim 1, wherein at least some of the movable piecesinclude a hole through the piece.
 4. The set of game components of claim1, wherein each selection indicia is a color.
 5. The set of gamecomponents of claim 1, wherein each value indicia is a number.
 6. Theset of game components of claim 1, wherein each of the selection indiciaon the plurality of movable pieces appears on the selection device. 7.The set of game components of claim 6, wherein the selection device is adie with a plurality of faces, each face including selection indiciasuch that each of the selection indicia of the plurality of movablepieces is represented on at least one face of the die.
 8. The set ofgame components of claim 1, wherein each movable piece includes playeralignment indicia.
 9. The set of game components of claim 8, wherein theplayer alignment indicia is represented by one or more graphic images.10. The set of game components of claim 1, wherein each movable pieceincludes character indicia indicating a character represented by thepiece.
 11. The set of game components of claim 10, wherein the characterindicia of each movable piece identifies the character represented onthe piece as one of at least two mutually exclusive character types. 12.The set of game components of claim 1, wherein the plurality of movablepieces further comprises at least two outcome-determinative pieces, eachoutcome-determinative piece having indicia to distinguish theoutcome-determinative piece from the remainder of the plurality ofmovable pieces.
 13. The set of game components of claim 1, wherein eachmovable piece is shaped to define a plurality of predefined flat sidessurrounding an upper face, and wherein the indicia of each piece appearson the upper face.
 14. The set of game components of claim 1, whereineach of the selection indicia and corresponding value indicia of eachmovable piece collectively correspond to one of the plurality ofpredefined flat sides of the piece.
 15. A method of simulated battleusing the set of game components of claim 1, the method comprising thesteps of: (a) selecting a first movable piece and a second movablepiece; (b) using the selection device to designate one of the selectionindicia of each of the first and second movable pieces; (c) comparingthe value indicia corresponding to the designated selection indicia ofthe first piece with the value indicia corresponding to the designatedselection indicia of the second piece; and (d) identifying a winner ofthe battle based on the compared value indicia.
 16. The method of claim15, wherein step (c) further comprises using the selection device afirst time to designate one of the selection indicia of the first pieceand using the selection device a second time to designate one of theselection indicia of the second piece.
 17. The method of claim 15,wherein step (d) further comprises either identifying a winner of thebattle if the compared value indicia of either of the first and secondpiece is greater that the compared value indicia of the other of thefirst and second piece, or repeating steps (a) through (c) if thecompared value indicia of the first piece is equal to the compared valueindicia of the second piece.
 18. The set of game components of claim 1,further including a plurality of effect pieces, each of the effectpieces having indicia in at least two identifiable groups of indiciaincluding activation indicia indicating a numerical value and effectindicia indicating an effect of the effect piece.
 19. The set of gamecomponents of claim 18 further including at least one activation token,wherein the activation indicia of each effect piece is a number.
 20. Amethod of game play using the set of game components of claim 19, themethod comprising: (a) selecting a first movable piece and a secondmovable piece; (b) using the selection device to designate one of theselection indicia of each of the first and second movable pieces; (c)comparing the value indicia corresponding to the designated selectionindicia of the first piece with the value indicia corresponding to thedesignated selection indicia of the second piece; (d) awarding apredetermined number of activation tokens to a player based on thecompared value indicia; (e) allowing a player to select an effect piece;(f) if a player selects an effect piece, resolving the effect of theeffect piece when the player has been awarded at least the number ofactivation tokens corresponding to the activation indicia of the effectpiece.
 21. The set of game components of claim 18, wherein the effectpieces are configured to be similarly sized and shaped to the movablepieces, and wherein each effect pieces further includes identificationindicia distinguishing the effect piece from the plurality of movablepieces.
 22. A tile for use in a board game, the tile comprising: aplurality of predefined sides surrounding an upper face, the upper facehaving indicia in at least two identifiable groups of indicia includingselection indicia and value indicia; wherein the upper face has at leasttwo different selection indicia and a corresponding number of valueindicia, wherein each of the selection indicia corresponds to a valueindicia, and wherein each of the selection indicia and correspondingvalue indicia collectively correspond to one of the plurality ofpredefined flat sides of the tile.
 23. The tile of claim 22 wherein theselection indicia includes a color.
 24. The tile of claim 22 wherein thevalue indicia includes a number.
 25. The tile of claim 22 wherein thetile includes a hole through the tile, wherein the hole passes throughthe upper face.
 26. A set of game components, comprising: a plurality ofmovable pieces, each piece including at least two sets of indicia, eachset of indicia further including a combination of a selection indiciaand a value indicia indicating a numerical value; and a selection deviceadapted to designate one of the selection indicia of a given movablepiece; wherein each set of indicia on a movable piece is different fromeach other set of indicia on the movable piece.
 27. The set of gamecomponents of claim 26, wherein each selection indicia is a color. 28.The set of game components of claim 26, wherein each value indicia is anumber.
 29. The set of game components of claim 29, wherein each of theselection indicia on the plurality of movable pieces appears on theselection device